合肥生活安徽新聞合肥交通合肥房產(chǎn)生活服務(wù)合肥教育合肥招聘合肥旅游文化藝術(shù)合肥美食合肥地圖合肥社保合肥醫(yī)院企業(yè)服務(wù)合肥法律

        CS109 代做、代寫(xiě) java 設(shè)計(jì)編程

        時(shí)間:2024-01-02  來(lái)源:合肥網(wǎng)hfw.cc  作者:hfw.cc 我要糾錯(cuò)



        CS109 Match-3 Games Introduction
        Match-3 Games Introduction

        Welcome to the exciting world of Match-3 (), a captivating puzzle game that challenges your strategic thinking and pattern recognition skills.

        Game Rules:

        1. Game Board: The game is played on a board which can be represented as a grid of cells. Note that there may be obstacles in the grid.

        2. Piece: Pieces of cell size can be placed on the board. Each cell can be occupied by at most one piece. Each piece occupies one single cell. The pieces may have different patterns or shapes (stars, triangles, circles, hexagons, and diamonds).

        3. Initial Board: The initial game board is filled with randomly placed pieces of different patterns.

        4. Matching Rule: Players make moves by swapping the positions of adjacent (exclude diagonal adjacency) pieces. When three or more pieces of the same pattern align in a straight line (horizontally or vertically), they are cleared, and points are scored.

        5. Generation of New Pieces: Once some pieces are cleared, pieces above those empty cells will fail down untill the empty cells are occuplied, and then new pieces are randomly generated to fill the remaining empty cells. Thus, an updated board is obtained.

        6. Combos and Chain Reactions: If the match rule is met in the updated board, then it forms combos or chain reactions, earning extra points.

        7. Level Objectives: The game has different levels with increasing difficulties. Each level has specific objectives, such as reaching a target score. Players must meet the objectives to proceed to the next level.

        8. Move Limit and Difficulty: The game allows a limited number of moves, within which the players must achieve specific objectives of the levels. The difficulty of levels increases by reducing the number of moves available to achieve a higher score.

        9. Props: There are special items available in the game that can assist players in shuffling the grid or creating special effects to aid in achieving objectives.

        Project Requirements

        Task 1: Game Initialization (10 pts)

        Implement a level selection interface where players can choose from different levels to start a game. Multiple levels should be available, with increasing difficulty.

        You are free to define your own difficulty assessment. For instance, in level one, the objective could be to reach 100 points within 10 moves, while in level two, the goal might be to reach 200 points within 8 moves.

        For each level, an 8x8 game board with randomly generated pieces of various patterns should be initialized.

         

         It's important to ensure that the initial board does not have any pre-existing matches of

        three or more identical pieces. If such matches exist, the board should be regenerated. A new game can be initialized at any point during the game process within the program.

        Task 2: Saving/Loading a Game (20 pts)

        The saving system allows to record the information of a game, including level information (the remaining move count, game score), and information about the past moves in the game. In the saved files (records), the different piece types (stars, triangles, circles, hexagons, and diamonds) are represented by the numbers 1, 2, 3, 4, and 5, respectively.

        The loading system should be able to correctly read saved files and restore the game state. Errors can be detected and properly reported by pop-up windows while loading the saved games.

        Task 3: Game Play (40 pts)

        The game should be able to detect match-3, match-4 or larger combinations after swapping pieces. And player will score points based on the number of matched pieces. For instance, a match-3 will score 30 points, while a match-4 will score 40 points. In cases where there is a crossover situation, such as an horizontal match-3 intersecting with a vertical match-4, the total score will be the combined score of both matches. For example, if a horizontal match-3 scores 30 points and a vertical match-4 scores 40 points, the total score will be 70 after the elimination.

        The procedure for piece elimination can be described as follows:

        After the player clicks on two pieces, they need to click the button "Confirm Swap" to confirm the move.

        After clicking the button, the selected pieces will be swapped if the selected pieces are adjacent.

        If there are no match-3 or larger combinations on the board after the exchange, the pieces are swapped back and the player will be informed.

        Otherwise, eliminate the matched pieces.

        After the elimination, the player needs to click the "Next Step" button (the "Confirm Swap" button should not be pressed simultaneously) to allow the pieces above the cleared area to fall down (i.e., the aforementioned Step 5).

        Click "Next Step" again to generate pieces randomly in the remaining blank cells.

        If match-3 or more continue to take place, the player can continue eliminating

        them by clicking the "Next Step" button until there are no more match left.

        There are two possible outcomes when a game terminates. If the player has earned enough points within the required number of moves, they will successfully pass the level. Otherwise, the player will fail.

        After completing a level, a hint box should appear and ask if the player want to proceed to the next level.

         

         When launching the game, three shuffle props should be provided. These props allow players to regenerate the pieces on the board. This is to prevent situations where the game reaches a dead end. In other words, the players can shuffle the board for at most three times.

        Task 4: Graphical Interface (10 pts)

        You are free to use javaFX, Swing or any other GUI framework written by java (such as libGDX). But the combination of WebView, HTML, and JavaScript in javaFX is not allowed.

        Task 5: Advance (20/30 pts)

        You can enhance the GUI by adding decorative elements, background music, and sound effects to create a more engaging user experience.

        Implement a mechanism to detect if the game is stuck in a dead end. If a dead end is detected, signify the user to use the shuffle props.

        Implement a hint system with which players can seek for suggestions or guidance on possible moves or strategies by the game engine.

        Implement piece drop animation.

        Piece drop animation refers to the inclusion of smooth animations that depict the process of pieces falling from their original positions to their new positions on the board.

        Allow customization of the board shape to be something other than the standard 8x8 grid, or even introduce non-rectangular board shapes (e.g., an I-beam board like in Anipop).

        Introduce an online mode that enables multiplayer functionality or reconnect after dropping offline.

        After implementing the manual mode, you can proceed to implement the automatic mode as a separate game mode.

        Manual mode: Implement the basic requirements as described in Task 3.

        Automatic mode: Design a gameplay mode where the cycle of pieces elimination, pieces dropping, pieces generation, and elimination again is completed automatically without requiring player to click on buttons.

        It is worth noting that the automatic mode should be implemented as a separate game mode. Please note that to fulfill the basic scoring requirements, it is necessary to implement the manual mode, which should be demonstrated independently of the automatic game mode. This distinction will facilitate easier evaluation of the project.

        Additionally, you can create a separate game mode that incorporates additional functions and features:

        Expand the selection of props available in the game, providing additional power-ups or special items that players can utilize strategically.

        Introduce additional rules inspired by games like Bejeweled. For example, introduce the concept of bombs that are generated when a match-5 occurs.

        Add more types of pieces and design extra rules for them.
        請(qǐng)加QQ:99515681 或郵箱:99515681@qq.com   WX:codehelp

        掃一掃在手機(jī)打開(kāi)當(dāng)前頁(yè)
      1. 上一篇:代寫(xiě)開(kāi)拓者策略 代寫(xiě)金字塔策略公式
      2. 下一篇:COMP3173 23F 代寫(xiě)、代做 C++設(shè)計(jì)程序
      3. 無(wú)相關(guān)信息
        合肥生活資訊

        合肥圖文信息
        出評(píng) 開(kāi)團(tuán)工具
        出評(píng) 開(kāi)團(tuán)工具
        挖掘機(jī)濾芯提升發(fā)動(dòng)機(jī)性能
        挖掘機(jī)濾芯提升發(fā)動(dòng)機(jī)性能
        戴納斯帝壁掛爐全國(guó)售后服務(wù)電話24小時(shí)官網(wǎng)400(全國(guó)服務(wù)熱線)
        戴納斯帝壁掛爐全國(guó)售后服務(wù)電話24小時(shí)官網(wǎng)
        菲斯曼壁掛爐全國(guó)統(tǒng)一400售后維修服務(wù)電話24小時(shí)服務(wù)熱線
        菲斯曼壁掛爐全國(guó)統(tǒng)一400售后維修服務(wù)電話2
        美的熱水器售后服務(wù)技術(shù)咨詢電話全國(guó)24小時(shí)客服熱線
        美的熱水器售后服務(wù)技術(shù)咨詢電話全國(guó)24小時(shí)
        海信羅馬假日洗衣機(jī)亮相AWE  復(fù)古美學(xué)與現(xiàn)代科技完美結(jié)合
        海信羅馬假日洗衣機(jī)亮相AWE 復(fù)古美學(xué)與現(xiàn)代
        合肥機(jī)場(chǎng)巴士4號(hào)線
        合肥機(jī)場(chǎng)巴士4號(hào)線
        合肥機(jī)場(chǎng)巴士3號(hào)線
        合肥機(jī)場(chǎng)巴士3號(hào)線
      4. 上海廠房出租 短信驗(yàn)證碼 酒店vi設(shè)計(jì)

        主站蜘蛛池模板: 久久国产免费一区| 日韩成人一区ftp在线播放| 综合一区自拍亚洲综合图区| 久久影院亚洲一区| 日韩精品中文字幕视频一区 | 综合一区自拍亚洲综合图区| 亚洲无线码一区二区三区| 精品一区二区三区无码免费直播| 中文无码一区二区不卡αv| 午夜精品一区二区三区免费视频| 奇米精品一区二区三区在| 秋霞鲁丝片一区二区三区| 国产麻豆媒一区一区二区三区| 亚洲欧美日韩一区二区三区 | 韩国福利一区二区美女视频| 久久精品道一区二区三区| 国产一区二区三区高清视频 | 亲子乱av一区区三区40岁| 久久人做人爽一区二区三区| 久久久av波多野一区二区| 91福利一区二区| 99精品国产一区二区三区2021 | 狠狠综合久久av一区二区| 国产成人精品一区二三区熟女| 久久精品无码一区二区三区免费| 亚洲欧美日韩中文字幕在线一区 | 天美传媒一区二区三区| 韩国资源视频一区二区三区| 国产女人乱人伦精品一区二区 | 亚洲美女一区二区三区| 性色AV一区二区三区天美传媒| 亚洲AV无码片一区二区三区| 国产福利日本一区二区三区| 日本精品夜色视频一区二区| 一区在线免费观看| 国产午夜精品一区二区三区漫画| 乱子伦一区二区三区| 亚洲av日韩综合一区久热| 国产中的精品一区的| 精品一区二区三区中文字幕| 97av麻豆蜜桃一区二区|